Last updated May 27, 2008
For v1.1 Private Beta
This is the SRB2 Specials Reference Document. It is designed to be the ultimate reference for effects used in SRB2. As such, it is rather technical in areas and quite concise, and is not something a beginner with level design should be dealing with.
In general, thing bitsets have 4 flags and 3 digits for their height. The bitset is 0xAAAB, where AAA is the object's height above ground, and B are the Easy, Normal, Hard, and Deaf flags. To get the bitset on a normal object, multiply the height desired by 16, and then add the existant B. Some objects use 32 as this number, and they will be noted. Objects that multiply by 16 can be placed up to 4095 units in the air, while objects that multiply by 32 can be placed up to 2047 units in the air.
This is the start for the first player in single player mode, cooperative mode, or race mode. This start must be placed on every map, as it is what the game defaults to if the start it is attempting to find isn't there. If there is no Player 1 Start on the map, and the game is confused over where to spawn the player, the game will crash outright.
The Deaf tag will make the player spawn from the ceiling, and the object needs to be multiplied by 32 to give height, not 16.
This is the start for the second player in cooperative and race mode.
The Deaf tag will make the player spawn from the ceiling, and the object needs to be multiplied by 32 to give height, not 16.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
See Thing 2 for more information.
This is the start for players in Match and Chaos modes. They should also be placed in Capture the Flag maps as well. There should be 32 of these in a map to assure proper randomization. While it's unelegant, they can be stacked on top of each other without negative effect.
The Deaf tag will make the player spawn from the ceiling, and the object needs to be multiplied by 32 to give height, not 16.
This is the start for players on the red team in Capture the Flag mode. There should be 32 of these in a map to assure proper randomization. While it's unelegant, they can be stacked on top of each other without negative effect.
The Deaf tag will make the player spawn from the ceiling, and the object needs to be multiplied by 32 to give height, not 16.
This is the start for players on the blue team in Capture the Flag mode. There should be 32 of these in a map to assure proper randomization. While it's unelegant, they can be stacked on top of each other without negative effect.
The Deaf tag will make the player spawn from the ceiling, and the object needs to be multiplied by 32 to give height, not 16.
These are the blue ground enemies found in the one player stages. They can't move off of cliffs and are exceedingly slow.
These are the red ground enemies found in the one player stages. They can't move off cliffs and are relatively slow.
This is the little fish in Greenflower Zone. The angle determines the jump height, with 0 being the old jump style. Note that the jump height is based on force, not units, so experimentation will be necessary to get the correct height.
This enemy flies at a moderate speed directly at the player.
This enemy flies at a relatively high speed directly at the player.
This is a highly mobile flying enemy with a bomb that it drops on the player from directly above. It is considered highly difficult to kill, and should only be used in situations where the stage is supposed to be difficult.
This is a highly mobile flying enemy with a gun that it fires at the player with high accuracy. It is considered highly difficult to kill, and should only be used in situations where the stage is supposed to be difficult.
This is the grey floating enemy in the opening room of Techno Hill Zone Act 2. It is quite fast and will start bouncing after taking the first hit. It is significantly challenging, although a spindash will kill it given time.
This is the red spherical enemy in Techno Hill Zone Act 2. Upon seeing the player, it makes a mad dash straight for them. With the exception of the Armageddon Shield, Detons are invincible, and must be avoided by running behind a wall or another enemy.
This is an enemy that floats on the surface of the water, dropping bombs into the water below. It is not currently used in any of the Single Player stages, but it is fully operational. The designer does not have to put them on the surface of the water, they know where it is.
This is the turret from Techno Hill Zone Act 2. It fires large bursts of laser fire at the player with high accuracy. It is invincible unless it is somehow dipped into water.
This is a small turret that pops up now and then and shoots. The object's angle is a value defining the delay between shooting.
This is a blue enemy with spikes on top if it. It starts off by slowly chasing the player, then it fades to red and runs after the player, and is invincible until it fades back to red.
This is an underwater enemy that tries to bite at the player, which can be found in Deep Sea Zone.
This is an incomplete enemy.
This is the red vulture-like enemy in Arid Canyon Zone. If it sees a player, it lifts off and charges at him. Collision with a wall will send it plummeting.
This is the orbinaut enemy that has spikes circling around it. None of the single player stages currently use him. You have to place him in a map by using a WAD editor, he can't be placed using objectplace.
This is the green enemy from Castle Eggman Zone, which shoots arrows at the player.
This is the large grey enemy from Castle Eggman Zone. It slowly trudges towards the player, and if the player in range, lunges at them with his sword.
This is the enemy from Castle Eggman Zone that wields a protective shield.
This is the green turtle enemy from Arid Canyon Zone. This enemy behaves exactly like a blue crawla does. The circumference of its shell is covered with spikes, so the only way to destroy it is by jumping on top of it.
This is the digging enemy from Arid Canyon Zone. It burrows underground towards the player, and once it's directly underneath, it bursts out from under the ground, jumping up and hurting the player.
The boss of Greenflower Zone and Castle Eggman Zone. He moves around firing at the player, and after taking six hits, he dashes at the player.
Giving the boss the Deaf flag will make him have spikeballs, like CEZ3, and giving him the Multi flag will make the level end when he is dead. To place him above ground, multiply by 32 to give height, not 16.
This is the boss of Techno Hill Zone. It requires an axis point at the center to function, and it goes in a circle around the axis point dropping slime. After 6 hits, he stops going in a circle, and bouncing at the player, spewing a lot more slime.
The Multi flag will make the level end when he is dead.
This is the boss of Deep Sea Zone. More information will be supplied later.
The Multi flag will make the level end when he is dead.
This is the boss of Castle Eggman Zone. More information will be supplied later.
The Multi flag will make the level end when he is dead.
This is the location the boss will fly to after being killed.
This is a normal ring. Pick this up to get one ring.
Giving the deaf tag to a ring will cause it to float 31 units above the ground. This does stack with bitsets, allowing rings to be a total of 4127 units above the ground at maximum.
Picking this up gives you more ammo for this particular ring weapon. You cannot fire the weapon, however, if you do not have the associated panel.
See thing #301.
See thing #301.
See thing #301.
See thing #301.
See thing #301.
This is the red team's flag in capture the flag mode. If the blue team takes this to their team base (sector type 16384), they score a point.
This is the blue team's flag in capture the flag mode. If the red team takes this to their team base (sector type 12288), they score a point.
This token gives the player a chance at the special stage after the current stage has ended. If more than one token is collected, the player gets that many chances at the special stages, continuing until they run out of tokens or have all the emeralds.
This object gives the player the first emerald as a pickup object, instead of by completing a special stage.
This object gives the player the second emerald as a pickup object, instead of by completing a special stage.
This object gives the player the third emerald as a pickup object, instead of by completing a special stage.
This object gives the player the fourth emerald as a pickup object, instead of by completing a special stage.
This object gives the player the fifth emerald as a pickup object, instead of by completing a special stage.
This object gives the player the sixth emerald as a pickup object, instead of by completing a special stage.
This object gives the player the seventh emerald as a pickup object, instead of by completing a special stage.
This is one of the three emeralds to be used in Hunting mode.
Spawn location for emeralds in Match mode.
This is a match weapon panel. The Bounce Ring throws a slow ring that will bounce when it hits walls.
Giving the deaf tag to a panel will cause it to float 31 units above the ground. This does stack with bitsets, allowing panels to be a total of 4127 units above the ground at maximum.
This is a match weapon panel. The Rail Ring gives the player an instantaneous shot, that strikes its target the instant its fired, however there is a long downtime between shots. Being shot by a rail ring causes more kickback than normal.
Giving the deaf tag to a panel will cause it to float 31 units above the ground. This does stack with bitsets, allowing panels to be a total of 4127 units above the ground at maximum.
This is a match weapon panel. The Automatic Ring gives the player a fire rate of 17.5 rings per second.
Giving the deaf tag to a panel will cause it to float 31 units above the ground. This does stack with bitsets, allowing panels to be a total of 4127 units above the ground at maximum.
This is a match weapon panel. The Explosion Ring throws a slow ring that explodes into many fragments upon striking a wall or another player. Being struck directly by the Explosion Ring causes more kickback than usual.
Giving the deaf tag to a panel will cause it to float 31 units above the ground. This does stack with bitsets, allowing panels to be a total of 4127 units above the ground at maximum.
This is a match weapon panel. The Scatter Ring throws 5 rings in a plus-shape.
Giving the deaf tag to a panel will cause it to float 31 units above the ground. This does stack with bitsets, allowing panels to be a total of 4127 units above the ground at maximum.
This is a match weapon panel. The Grenade Ring throws a grenade that will explode if an opposing player gets too close to it. It will also explode automatically after a while if left untouched.
Giving the deaf tag to a panel will cause it to float 31 units above the ground. This does stack with bitsets, allowing panels to be a total of 4127 units above the ground at maximum.
This monitor gives the player ten rings.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
Also known as the yellow shield and god shield, this shield protects the player from a single hit, then disappears. It also attracts all normal rings, spilled or on the map to the player with the shield. It also protects the player from electric damage.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
Also known as the blue shield, this shield protects the player from two hits, then disappears. If the spin button is pressed while jumping, it is also possible to reflect many projectiles.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
Also known as the black shield, this shield protects the player from a single hit, triggering upon a hit. The shield can also be triggered by jumping, and then hitting the spin key in midair. When the shield is triggered, a flash of light damages everything within a large radius, destroying the shield in the process.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
This shield protects the player from a single hit, then disappears. If the player does a jump-spin, they will do a second jump in midair, making the maximum height that the player can jump with the shield 224.
Versions of SRB2 previous to 1.09 had the Basic Shield in this object number, so make sure to note that if the player loads the map in an older version, that is what they will see.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
Also known as the green shield, this shield protects the player from a single hit, then disappears. While this shield is active, the player cannot drown. It also protects the player from water, fire, and other damage. When the player with this shield spin-dashes, it leaves a trail of fire, which deals fire damage to any enemy that touches it.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
This is a monitor powerup that gives the player about 2x running speed for 20 seconds.
This is a monitor powerup that prevents all damage to the player for 20 seconds.
This powerup monitor features the player's face, and provides an extra life when struck.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
This monitor damages the player if they strike it.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
This monitor mixes up all locations of players, teleporting them to the location of a random other player. It has no effect in Single Player or in multiplayer modes while only one player is in the game.
If monitors are given the Deaf tag, they will respawn as a random monitor type (not a ? monitor) from the weighted table in modes that support respawn. Elsewise, they will respawn as the same monitor.
Destroy this monitor and you will get a random powerup, like the boxes in Sonic 2 race mode.
Destroy this monitor and the gravity will be flipped for a short time.
This is the air bubble patch used underwater to give players air. It spawns big bubbles randomly which replenish the player's air.
This is the sign at the end of the stage. When the player enters the Exit Sector, this sign will start to spin, and end on the face of the player. This sign does not make the stage end, it's just a visual effect for it.
Star Posts allow the player to respawn after dying at a point other than the beginning of the stage. There can be up to 32 Star Posts in a map, and they work with the bitsets.
Instead of controlling the difficulty and deaf flags, the final digit of the bitset determines the number of the Star Post. 0x0000 is the first one and 0x000f is the sixteenth one. Note that since this overwrites all of the difficulty flags, they will appear in all difficulties, even though 0x0000 would normally mean it wouldn't appear in any difficulty level.
Just like thing 521, except they do normal damage to the player on contact.
These are the spikeballs used in the special stages. They harm the player for damage on contact, but only if they are carrying rings.
This is a downward pointing spike for use on the ceiling. Touching the pointy end of the spike deals damage to the player.
By default, it attaches itself to the ceiling, and the height part of the bitset measures how far down from the ceiling, instead of up from the floor.
This is a upward pointing spike for use on the floor. Touching the pointy end of the spike deals damage to the player.
When you get close, this mine will start to follow you. Touches you, and it explodes.
This is the fan used inside the secret passage in Techno Hill Zone Act 1. It pushes the player slowly up until it reaches the maximum height it can. The maximum height is determined by the angle, measured in normal fracunits (It can go above 360 just fine).
This is the gas jet used at the end of Techno Hill Zone Act 1. It launches the player straight up on regular intervals about the same height as a yellow spring pointing up.
This is a yellow spring pointing straight up. It has a medium amount of force behind it.
This is a red spring pointing straight up. It has a large amount of force behind it.
This is a blue spring pointing straight up. It has a small amount of force behind it. The intent is for this spring to be used underwater. It has about the same effect underwater as a yellow spring does above water.
This is a yellow spring pointing straight down. It has a medium amount of force behind it.
This is a red spring pointing straight down. It has a large amount of force behind it.
This is a yellow spring pointing upwards and in the direction the thing is facing. It has a medium amount of force behind it. When the player touches this spring, he will automatically turn to face the direction the spring is launching the player.
This is a red spring pointing upwards and in the direction the thing is facing. It has a large amount of force behind it. When the player touches this spring, he will automatically turn to face the direction the spring is launching the player.
This is a yellow spring pointing downwards and in the direction the thing is facing. It has a medium amount of force behind it. When the player touches this spring, he will automatically turn to face the direction the spring is launching the player.
This is a red spring pointing downward and in the direction the thing is facing. It has a large amount of force behind it. When the player touches this spring, he will automatically turn to face the direction the spring is launching the player.
This is a chain of five rings intended to be used with thing 550. Do not use ring chain objects in any mode where items respawn, because ring chains do not respawn. Use bitsets to create chains in any mode with item respawn.
This is a chain of five rings intended to be used with thing 551. Do not use ring chain objects in any mode where items respawn, because ring chains do not respawn. Use bitsets to create chains in any mode with item respawn.
This is a chain of five rings intended to be used with thing 555. Do not use ring chain objects in any mode where items respawn, because ring chains do not respawn. Use bitsets to create chains in any mode with item respawn.
This is a chain of ten rings intended to be used with thing 556. Do not use ring chain objects in any mode where items respawn, because ring chains do not respawn. Use bitsets to create chains in any mode with item respawn.
This is where the enemies spawn from in Chaos mode. There should be around 12 of these points on a map with Chaos support.
This is the thing to be used with linedef type 412, the linedef executor that teleports a player. This thing is where the player will spawn in the tagged sector.
This is the thing to be used with linedef type 422, the linedef executor that changes the camera view. This thing is where the camera will be moved to in the tagged sector.
Waypoints for zoom tubes. Think of Sonic 2's Metropolis Zone, Sonic 3 & Knuckles's Death Egg Zone, and Lava Reef Zone. The lower byte of the ANGLE field specifies the waypoint's number in the sequence, and the upper byte specifies the sequence that the waypoint belongs to. These are used in conjunction with sector type 32768 and 36864.
This produces a light in OpenGL. It is used in Starlit Warehouse Zone, one of the match stages, as the street lights.
This is the first of the two points used to set up 'how much to move' a polyobject by when creating it. Angle is the PolyObject ID#.
This is the second of the two points used to set up 'how much to move' a polyobject by when creating it. Angle is the PolyObject ID#.
This is the second of the two points used to set up 'how much to move' a polyobject by when creating it. Angle is the PolyObject ID#. This item tells the PolyObject that it should hurt the player.
This is a scenery object from Greenflower Zone. It is the orange flower seen all throughout GFZ and most GFZ-themed custom maps.
This is a scenery object from Greenflower Zone. It is the large blue sunflower seen all throughout GFZ and most GFZ-themed custom maps.
This is a scenery object from Greenflower Zone. It is the small purple flower seen all throughout GFZ and most GFZ-themed custom maps.
This is a scenery object from Greenflower Zone. It is the green bush with red berries seen all throughout GFZ and most GFZ-themed custom maps.
This is a scenery object from Greenflower Zone. It is the green bush without the berries seen all throughout GFZ and most GFZ-themed custom maps.
This is a scenery object from Techno Hill Zone Act 1. It is the metallic white flower.
This is a scenery object from Techno Hill Zone Act 2. It is the little alarm in the passage with the first Star Post. It creates noise, but the red visual effect in THZ2 was done with a colormap, not this object.
This is a scenery object from Castle Eggman, a dungeon chain hanging from the ceiling.
By default, it attaches itself to the ceiling, and the height part of the bitset measures how far down from the ceiling, instead of up from the floor.
This is the torch used in Castle Eggman Zone. It produces light in OpenGL, and it harms the player for fire damage on contact.
This is the large Eggman statue in Castle Eggman Zone.
This is a scenery object from Castle Eggman Zone. It is the decaying flower.
Lower 10 bits: Axis number in the mare (0-based) Upper 6 bits: Mare that axis belongs to (0-based). ANGLE value determines the size of the axis to rotate around. If 16384 is added to the ANGLE value, the axis will be inverted.
Angle value sets the NiGHTS timer, in seconds.
Lower 4 bits of the flags specify the angle of the bumper in 30 degree increments.
The capsule you need to collect rings to break in NiGHTS. The value of its ANGLE field determines how many rings you need to break it. Just like the axis points, the upper bits (value >> 10) determine the mare it belongs to. For example, an angle value of 1024 means it belongs to mare 1 (2nd mare, it's zero based), and requires 0 rings to break. 1030 would be mare 1, and 6 rings to break. 2048 would be mare 2, no rings.
This is a coin, which is essentially a ring with Mario graphics and sound effects.
These are the enemies in Mario Koopa Blast 1, and are essentially Crawlas with a Mario graphic.
These are the enemies in Mario Koopa Blast 2, and are essentially Crawlas with a Mario graphic.
This is the powerup from the Mario Koopa Blast stages. It changes the player to a white palette, and allows the player to throw fireballs with the fire button. The fireballs fly in a Mario-style bounce trajectory until they hit an enemy or a wall.
This is the Koopa Shell in Mario Koopa Blast 1. It will bounce around, striking enemies and players.
This is the fireball used in Mario Koopa Blast 3. The angle determines the jump height, with 0 being the old jump style. Note that the jump height is based on force, not units, so experimentation will be necessary to get the correct height.
The axe used to defeat Bowser in the third Mario level.
This is a scenery object from Mario Koopa Blast
This is a scenery object from Mario Koopa Blast
This is Toad at the end of Mario Koopa Blast 3.
X-Mas scenery object. Looks like a little barber shop pole.
X-Mas scenery object. Looks like a candy cane.
Note that Mystic Realm 4 replaces this object with the Sonic 1 palm tree, so any maps loaded while Mystic Realm 4 is loaded will overwrite the image, making any candy canes look like palm trees, which can look kinda stupid.
X-Mas scenery object. Pushable snowman with a happy face. Can be stood on top of as well. Acts the same as thing 1000.
Giving this the Deaf tag will prevent it from being pushable.
Lines may have flags applied to them. The following is a reference of their values. Unless specified otherwise in a line type, the flags behave as follows:
Sets the gravity of the tagged sector or sectors, as a percentage of global gravity (which can be set separately using sector type 176). The floor height of the control sector is used. If it is 1000, then the target sector will have 100% gravity. If it is 500, the target sector will have 50% of the global gravity. Negative values work as well, but players can't jump down; they'll get stuck to the ceiling, unless the NOCLIMB flag is checked.
You can apply this special to the control sector of an intangible FOF to change the gravity only inside that FOF.
Tag this to an Exit Sector (type 8192) to exit to a custom level, overriding the one set in the map header. The map number you go to is indicated by the front sector's floor. Additionally, if the control linedef's bitset is set to disallow climbing (with the NOCLIMB attribute, whose value is 64), skip the score tally screen when switching to the new map.
If the control linedef has the BLOCKMONSTERS flag set, this effect does something super complicated and fun, going to a different level depending on whether the player has all emeralds or not. If the player has seven emeralds, the linedef's front sector's ceiling height will be used. Otherwise, go to the map number indicated by the linedef's front sector's floor. That's only if you set the BLOCKMONSTERS flag.
If the EFFECT4 flag is set, the linedef's front side x offset will be used as the new gametype after the map change, providing it is in range (from 0 to 4, inclusive).
X length = speed. Y length = waypoint sequence #. See sector type 32768 for more information.
Creates a speed pad. The linedef direction and indicates the direction of the pad. The target sector must have type 1280 or 1536 for this to work.
If the EFFECT4 flag is set, you will not be teleported to the center of the sector when the speed pad is activated.
Modifies camera position while the player is in the target sector. The floor and ceiling of the control sector and the angle of the control linedef are the values for CAM_HEIGHT, CAM_DIST, and CAM_ROTATE, respectively. Camera position is reset when the player steps outside the sector.
Disables any linedef specials that share the same tag. Will be used in the future to check if a particular level has been previously cleared or not.
Aligns floor and/or ceiling flats. The x alignment is specified by the control linedef's x distance (the difference between the x values of its two vertices), and the y alignment is specified by the control linedef's y distance.
By default, works on both the floor and ceiling (however, note that skies cannot be "aligned" ;). Adding the NOCLIMB flag to the linedef will align the floor only, while the BLOCKMONSTERS flag will make it align the ceiling only.
Sets special behavior of a sector's type depending on the flag(s) checked:
NOCLIMB - Special only operates when touching ceiling
EFFECT4 - Special operates when touching either the floor or the ceiling
EFFECT3 - Special operates by just touching the sector, rather than having to be inside of it.
Sets special behavior of a moving chain as such:
x length - # of links on the chain
y length - Overall speed (0-15)
X offset - Rotation speed on the X axis (0-15)
Y offset - Rotation speed on the Z axis (0-15)
floorheight - angle to start at (0-15)
ceilingheight - maximum rotation speed
Set like line 1, this creates an invisible plane in the sector. If your view is above this plane, lots of things drawn below the height of this plane will be discarded, and if your view is below the plane, a lot of things drawn above the height of the plane will be discarded. This is to tell the game to not draw stuff that you aren't going to see anyway. Do note that the view doesn't have to be in the current sector, you can also be viewing from the side, which may be undesirable. To prevent this problem, you can check the NOCLIMB flag, which will allow you to 'group' a set of sectors to one control sector in which the culling will only take effect. For example, you have a control sector set up for culling, and have two culling lines in the control sector, tagged to sectors 'A' and 'B'. If the player is in sector 'A' or 'B', the culling will occur, but if the player is in sector 'C', it will not.
X length = speed. Y length = waypoint sequence #.
EFFECT1 - Don't wrap movement
See sector type 45056 for more information.
Sets special behavior of a rock spawner (#1202) as such:
length - momentum strength
line angle - momentum angle
X offset - # of tics to wait until another is spawned
Y offset - Rock crumble sprite to use (0-15)
NOCLIMB - add some randomization to the momentum
Applies a heat effect to the screen. Tag this to a sector, or to the control sector of a FOF.
Makes the floor instantly lower on level load to be at the same height as the lowest floor of any bordering sector.
Makes the ceiling instantly rise on level load to be the same height as the highest ceiling of any bordering sector.
Requires two control sectors. Sector continuously falls until its ceiling reaches the floor of the line's back sector, then returns to its original position and keeps falling. Linedef length determines speed. Good for things like intermittently falling lava. If the NOCLIMB flag is set, it falls upwards, instead of downwards.
Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's floor and ceiling will move, first so that they're equal to the floor and ceiling of the linedef's front sector, then so they're equal to the floor and ceiling of the linedef's back sector, then the front sector again, and so on.
The speed of the movement is determined by the linedef's length and uses the same units as linetype 60.
Like linetype 53, but only moves the floor, not the ceiling. Can be used to replace floating platforms in some cases, where only the floor was desired to move.
Like linetype 53, but only moves the ceiling, not the floor.
Must be a two-sided linedef, tagged to another sector on the map. The tagged sector's floor and ceiling will move, first so that they're equal to the floor and ceiling of the linedef's front sector, then so they're equal to the floor and ceiling of the linedef's back sector, then the front sector again, and so on.
The speed of the movement is determined by the linedef's x distance (the first way, towards the front sector) and y distance (the second way, towards the back sector), using the same units as linetype 60.
Unlike linetype 53, this effect does not slow down when it reaches the end of its movement. Instead, it changes instantly from going in one direction to going in the other. It's designed for making more sophisticated crushers than the crusher type allows (i.e. crushers with varying rise/crush speeds, FOF crushers, crushers with different start points).
Like linetype 56, but only moves the floor, not the ceiling.
Like linetype 56, but only moves the ceiling, not the floor.
This is used to make floating platforms (that move up and down) as well as moving water. In fact, you can use this to make any type of block move vertically. The way it works is somewhat confusing - You use three control sectors, all connected by at least one linedef. Easiest thing to do is make three square sectors together in a row. One of the linedefs on the middle sector should contain the Floor Over Floor line special that you want. This will be the Floor Over Floor control sector. The other two sectors represent the bottommost position you want the Floor Over Floor to reach, and the topmost position you want the Floor Over Floor to reach. The 59 line can be on any of these sectors, as long as you tag it to the middle one. If you still don't understand, look at Greenflower Zone Act 2. If the NOCLIMB flag is set, the platform will begin moving upwards, rather than downwards.
Speed is indicated by linedef length; one unit of speed here is 0.25 fracunits per tic. (Floating platforms made with type 59 move at 2 fracunits per tic.) Aside from the linedef length controlling speed, works exactly like linedef type 59.
The crush motion is from the ceiling to the floor. Linedef length indicates crusher speed. See also linetype 62, Crusher 2.
Like linetype 61, Crusher 1, except that it starts in a different place, not synchronised with any crushers that use the Crusher 1 type. The highest ceiling this crusher reaches will be the highest ceiling height of any bordering sector.
Creates two fake planes, fake floor and fake ceiling. Main textures are not affected, but as far as above/below textures and floor/ceiling flats are concerned, the floor and ceiling height are those of the control sector. As far as collisions, walking, etc. are concerned, the floor and ceiling flats are whatever they normally would be.
Fake floor is useful for railings (THZRAIL and WOODRAIL; see THZ2 for examples) and snow effects (making a fake floor of snow just a few units above normal floor, so it looks like the player's feet are buried in the snow).
Tag this to any FOF line and this will cause it to appear and disappear intermittently. The line's X length is the amount of time (in tics) that the FOF will appear, and Y length is the amount of time (in tics) that the FOF will disappear. The control sector's floor height allows you to specify an offset (in tics) of how much time will pass before the appearing/disappearing kicks in.
This is just a regular old FOF. As with any block, the ceiling of the control sector is the top of the block, and the floor of the control sector is the bottom. "Shadowcasting" means that the light value used in the control sector is used for the area below where the actual FOF appears, as opposed to above it.
See notes for 100. "Non-shadowcasting" means that the light value you set in the control sector will be used for the area above the FOF, instead of below it.
Useful for windows. The GLASSTEX texture is good for this purpose. You can change the alpha value of the translucency by setting the control linedef's Above texture to a # followed by a three-digit decimal number, 000 to 255. #000 is most transparent, #255 is most opaque. Note that in software mode, there are actually only ten different values that serve as a 'best guess'.
A solid FOF that renders sides only, not planes (floor and ceiling). You were supposed to be able to use it to place railings (THZRAIL, WOODRAIL, etc.) on FOFs. It doesn't work for that, because the railings use a different kind of transparency and software mode won't draw them on FOFs. So this one is going on the list of useless effects, right next to linetype 104.
Like a 3D floor of type 101, except that sides are not drawn. Supposedly a little bit faster than a normal 3D floor. You can use it when the sides wouldn't be visible anyway.
This type of 3D floor will have shadows if and only if you set the control linedef's NOCLIMB flag.
For making invisible walls and other strange effects.
This one looks exactly like linetype 100 ingame, but is a block of water instead of solid.
The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
To use the light level of the target sector, utilize the EFFECT4 flag.
If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS flag, you can still pass through the lava.
This one looks exactly like linetype 102 ingame, but is a block of water instead of solid.
The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
To use the light level of the target sector, utilize the EFFECT4 flag.
If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS flag, you can still pass through the lava.
Like linetype 120, but doesn't render sides.
The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
To use the light level of the target sector, utilize the EFFECT4 flag.
If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS flag, you can still pass through the lava.
Like linetype 121, but doesn't render sides. Most of the time this won't make a difference. It can be useful, however, for windows that have water on one side and not on the other.
The block will have the attribute of linetype 200 if the NOCLIMB flag is set.
To use the light level of the target sector, utilize the EFFECT4 flag.
If this is used as lava (Fire Damage), and you set the BLOCKMONSTERS flag, you can still pass through the lava.
This sector type is solid from the top and walls, but is not solid from the bottom. This allows the designer to create one-way passages as well as simulate 2D design by having platforms that players can jump up to from below.
This type of 3D floor will have shadows unless you set the control linedef's NOCLIMB flag.
A copy of linetype 140 that is also translucent.
A platform you can jump up through, like linetype 140 (and decides the same way whether to have shadows or not), with translucency and that doesn't render sides. Alpha value supported the same way as linetype 102.
FOF that moves down 16 units when you step on, then returns to its former position when you step off. The control sector must be connected to another sector with the same floor and ceiling height. This seemingly redundant sector is used for resetting the heights. (If you forget to put it in, the bobbing floor when stepped on will go down, keep going down, and never stop or come back up.) See also linetypes 151 and 152. This linedef is obsolete. Please use linetype 190-195.
Like linetype 150, except that instead of the floor moving down 16 units when you step on it, it moves down the number of units of the control linedef's length. This linedef is obsolete. Please use linetype 190-195.
Like linetype 151, except in reverse. The platform goes up when you step on it and back down when you step off. This linedef is obsolete. Please use linetype 190-195.
Bobs and floats in water. The floating part means that if the water moves or rises, this platform will rise with it.
Crumbles and falls away, then reappears 15 seconds later.
Crumbles and falls away and never comes back.
A copy of linetype 140 that also crumbles when stood on and reappears after 15 seconds.
A copy of linetype 172 that stays gone forever after crumbling.
A copy of linetype 141 that also crumbles when stood on and reappears after 15 seconds.
A copy of linetype 174 that stays gone forever after crumbling.
Crumbles and falls, then floats on water, then bobs when you step on it.
Crumbles and falls, then floats on water, then bobs when you step on it. Unlike linetype 176, does not return to its former position.
Crumbles and falls, then floats on water, then reappears up in the air 15 seconds later.
Crumbles and falls, then spends the rest of its days floating on water, never to reappear up in the air.
Bobs, crumbles, and falls when stepped on.
Just like 100, except when a player steps on it, it will rise up to the control sector's highest adjacent sector. You set the control sectors for this up like special 59. Linedef length controls speed like 60. If the NOCLIMB flag is set, it will require the player to spindash to raise the platform.
Just like 101, except when a player steps on it, it will rise up to the control sector's highest adjacent sector. You set the control sectors for this up like special 59. Linedef length controls speed like 60. If the NOCLIMB flag is set, it will require the player to spindash to raise the platform.
Just like 102, except when a player steps on it, it will rise up to the control sector's highest adjacent sector. You set the control sectors for this up like special 59. Linedef length controls speed like 60. If the NOCLIMB flag is set, it will require the player to spindash to raise the platform.
Just like 105, except when a player steps on it, it will rise up to the control sector's highest adjacent sector. You set the control sectors for this up like special 59. Linedef length controls speed like 60. If the NOCLIMB flag is set, it will require the player to spindash to raise the platform.
Just like 140, except when a player steps on it, it will rise up to the control sector's highest adjacent sector. You set the control sectors for this up like special 59. Linedef length controls speed like 60. If the NOCLIMB flag is set, it will require the player to spindash to raise the platform.
Just like 141, except when a player steps on it, it will rise up to the control sector's highest adjacent sector. You set the control sectors for this up like special 59. Linedef length controls speed like 60. If the NOCLIMB flag is set, it will require the player to spindash to raise the platform.
Like a half light block, but it's really an actual block. That is, the light only comes down to the control sector's floor, not to the bottom of the level (as with linetype 201.
Light blocks can be used to set color maps and light values. The light value of the control sector will be used and any colormap attached to it will be used also. Note that only the ceiling of the control sector is used; the light goes all the way down to the bottom of the level. If this isn't what you want, consider using linedef type 200 instead.
Creates a block of colored fog. Attach a colormap (linetype 606) to the control sector for the fog block; otherwise you won't see anything out of the ordinary.
Like opaque water, but not swimmable. Good for a snow effect on FOFs. Can also be used to make hidden rooms, like you would normally do by setting a Main texture.
See linedef type 102 for how to adjust the translucency, making the 3D floor more transparent or more opaque.
This type of 3D floor will have shadows if and only if you set the control linedef's NOCLIMB flag.
An intangible FOF that renders sides only, not planes (floor and ceiling). It renders both inside sides and outside sides. You can use it to place sector borders (GFZGRASS, etc.) on FOFs.
Useful for setting effects, such as wind and gravity.
Like a normal FOF, except that the control linedef's Above texture is used after the block has been hit (the Main texture is used before this). Any things in the control sector will pop out the top of the block in the order in which they were placed. Rings will be obtained and the effects of monitors will begin as soon as the block has been hit.
The thwomps are the crazy platforms with faces in Mario Koopa Blast 3. They can crush you, but you can also ride on them.
Control sector is set up like a normal FOF. When a player steps underneath the thwomp, it will crush down to the floor. You don't need to tell it where the floor is. It knows.
Like the bustable block, linetype 254, except that it shatters on any sort of contact, whether it's a spindash or not (and whether you're Knuckles or not).
If the NOCLIMB flag is set, the block is only shatterable from the bottom, like some things you spring up and break in Launch Base Zone from Sonic 3.
Translucent version of 252 supporting alpha values.
Bustable blocks can be destroyed by spindashing. Additionally, Knuckles can destroy them by walking or jumping into them, since he is very strong. If the NOCLIMB flag is set, only Knuckles can break the block.
Like the bustable block, linetype 254, set off in a different way. To break, jump onto it or fall down onto it while spinning. Similar to blocks found in Marble Zone, as well as the ice cubes that would encase buttons and monitors in parts of Ice Cap Zone.
Translucent version of 255 supporting alpha values.
It's set up like any block. You can, of course, sink and die in it. X length of the linedef determines sink speed, Y length determines how "sludgy" movement in the quicksand is.
Creates a blinking FOF that zaps you if you touch it. You can set the flats and texture to whatever you want. For a red laser like in THZ2, use REDFLR for the flats and REDWALL for the texture.
You can also make other colors using BLUEFLR/BLUWALL (blue laser), GREENFLR/GRNWALL (green laser), and YELFLR/YELWALL (yellow laser). Of course, those colors of lasers are very expensive, so Eggman doesn't have nearly as many of them. He usually goes with the cheap red lasers.
Place the appropriate flag values in hex (do not include the 0x in front of it) in the line's UPPER TEXTURE field on the 2nd side of the linedef.
Triggers linedef executor in the control sector when a player touches the tagged sector's floor or steps in the sector (depending on the sector special used). The linedef executor will keep being triggered over and over again as long as a player is there, hence the word "continuous" in this linetype's name. Tagged sector must have one of the Trigger Linedef Executor types for this to work.
Like 300, except that it only gets triggered once for each time you fall or jump onto the floor. Tagged sector must have one of the Trigger Linedef Executor types for this to work.
Like 300, except that after that linedef executor executes its linedefs, it's done. It's over. The linedefs will never be executed again.
Triggers linedef executor in the control sector when a player touches the tagged sector's floor or steps in the sector (depending on the sector special used). The linedef executor will keep being triggered over and over again as long as a player is there, hence the word "continuous" in this linetype's name. Tagged sector must have one of the Trigger Linedef Executor types for this to work. Executor will be triggered depending on how many rings the player has:
No flags -> Runs if (rings = line length)
NOCLIMB -> Runs if (rings <= line length)
BLOCKMONSTERS -> Runs if (rings >= line length)
EFFECT4 -> Takes the rings of ALL players into account.
Like 303, except that after that linedef executor executes its linedefs, it's done. It's over. The linedefs will never be executed again.
Like linetype 302, but is only activated when the character's ability number matches the linedef length by multiples of 10. For example:
0-9 = Charability 0
10-19 = Charability 1
20-29 = Charability 2
etc...
Like 300, but only triggers when the character's ability number matches the linedef length by multiples of 10. See linetype 305 for a futher description.
Like 301, but only triggers when the character's ability number matches the linedef length by multiples of 10. See linetype 305 for a futher description.
Like linetype 302, but is only activated when the gametype is Race. Useful for doing things like opening doors, pre-solving puzzles, etc. to make race smoother.
Like 300, but only triggers if you are in CTF and on the red team.
Like 301, but only triggers if you are in CTF and on the red team.
Like 300, but only triggers if you are in CTF and on the blue team.
Like 301, but only triggers if you are in CTF and on the blue team.
Like linetype 302, but is only activated when no more objects of type MF_ENEMY exist in its tagged area. Think "destroy all enemies in this room for the door to open to go to the next room". Tag this to a control sector. It will go through the lines of the control sector, checking for any lines of type 223 and checking inside the area occupied by the invisible intangible FOF to see if any enemies exist. If no alive enemies are in all of the type 223 FOFs, the linedef executor is run once. The line length is the tag number of the linedef executor trigger to run.
Like 300, but only triggers if the number of pushable objects in the sector compared to the line length is:
No flags -> Runs if (# pushables = line length)
NOCLIMB -> Runs if (# pushables >= line length)
EFFECT4 -> Runs if (# pushables < line length)
Like 314, but only triggers once.
This will trigger every time you land on the polyobject. Line's tag # is 32000 + the PolyObject ID #. You must also flag the PolyObject Start (#20) line with NOCLIMB to tell the game it has a linedef executor associated with it.
So if you had a PolyObject with an ID of 1, this line would have a tag of 32001.
When executed, instantly changes the tagged sector's floor height and flat to the floor height and flat of the linedef's front sector.
When executed, instantly changes the tagged sector's ceiling height and flat to the ceiling height and flat of the linedef's front sector.
When executed, instantly changes the tagged sector's light level to that of the linedef's front sector. Floor and ceiling light settings done with linetypes 601 and 600 are transferred as well; colormaps are not.
If there is a lighting effect active in the target sector or sectors at the time (glow, fade, strobe, flicker), it will be stopped.
When executed, starts moving the tagged sector's floor until it is at the same height as the linedef's front sector's floor. Speed is indicated in the same units used by linetype 60.
If the line used has NOCLIMB flag, the floor flat will change after the move, to that on the front sector's floor. This is like what linetype 400 does.
If the line used has BLOCKMONSTERS flag, another linedef executor will be run when the floor movement is finished. (If multiple sectors finish at different times, it goes by the lowest numbered sector, but you should probably try to avoid this scenario.) The tag of the new linedef executor to run is specified by the X alignment on the front side of the line. The tag number you use must be positive, and this functionality cannot be combined with changing the floor flat using the NOCLIMB flag. Running a linedef executor will take precedence over changing the floor flat.
When executed, starts moving the tagged sector's ceiling until it is at the same height as the linedef's front sector's ceiling. Speed is indicated in the same units used by linetype 60.
If the line used has NOCLIMB flag, the ceiling flat will change after the move, to that on the front sector's ceiling. This is like what linetype 401 does.
If the line used has BLOCKMONSTERS flag, another linedef executor will be run when the ceiling movement is finished. (If multiple sectors finish at different times, it goes by the lowest numbered sector, but you should probably try to avoid this scenario.) The tag of the new linedef executor to run is specified by the X alignment on the front side of the line. The tag number you use must be positive, and this functionality cannot be combined with changing the ceiling flat using the NOCLIMB flag. Running a linedef executor will take precedence over changing the ceiling flat.
Speed is indicated by x distance; amount to lower is indicated by y distance.
Speed is indicated by x distance; amount to raise is indicated by y distance.
Speed is indicated by x distance; amount to lower is indicated by y distance.
Speed is indicated by x distance; amount to raise is indicated by y distance.
Changes the tag of the calling sector; that is, the sector on the map that activated this linedef executor. The new tag is the linedef's length.
Changes the tag of the linedef's front sector. The new tag is the linedef's length.
Stops any and all floor, ceiling, or elevator movement in the tagged sector or sectors.
The player who triggered the linedef executor will be teleported to the tagged sector. The player's exact X, Y, Z, and angle are determined by a teleport destination thing, type 751, somewhere in the tagged sector.
If the BLOCKMONSTERS flag is used, it won't flash and make the teleport sound effects. If the NOCLIMB flag is used, it won't reset the angle to the angle of the teleport destination thing, and if the EFFECT4 flag is used, it will not kill your acceleration/speed upon teleport.
Linedef length indicates the music slot to use. If the linedef's NOCLIMB flag is set, play the music once, otherwise loop it.
If the player dies and goes back to a starpost, the beginning of the level, or the appropriate multiplayer start, the map music from before will be restored. The linedef flag BLOCKMONSTERS can be set to change this behavior, and retain the new music even after dying.
If the linedef length isn't a valid music slot, the music is stopped.
Plays a sound effect. The line length is the sound number to use. The list of sound effects can be found in sounds.h. The origin of the sound depends on which linedef flags are set:
Otherwise, the sound is played from the location of the player or thing who triggered it.
Runs a script, the same kind of script you can run on level load with the level header scriptname attribute. The script that will be run should have a lumpname of the form SCRxxyyy, where xx is the two-digit map number and yyy is the linedef's sector's floor height in decimal, with leading zeroes as necessary (or 000 if the floor height exceeds 999 fracunits). For instance, if the linedef is in MAP31 and the floor of its sector is 337 fracunits, the script named SCR31337 will be run.
Essentially a copy of linetype 603 that waits to activate until the linedef executor is triggered. It does have an extra feature, though. If you use a two-sided linedef with the NOCLIMB flag, the linedef's back sector will be used as the maximum light level, allowing you to set the target sector (or sectors) at a different starting light level entirely.
Essentially a copy of linetype 602 that waits to activate until the linedef executor is triggered. It does have an extra feature, though. If you use a two-sided linedef with the NOCLIMB flag, the linedef's back sector will be used as the maximum light level, allowing you to set the target sector (or sectors) at a different starting light level entirely.
Essentially a copy of linetype 604 that waits to activate until the linedef executor is triggered. It does have an extra feature, though. If you use a two-sided linedef with the NOCLIMB flag, the linedef's back sector will be used as the maximum light level, allowing you to set the target sector (or sectors) at a different starting light level entirely.
Essentially a copy of linetype 605 that waits to activate until the linedef executor is triggered. It does have an extra feature, though. If you use a two-sided linedef with the NOCLIMB flag, the linedef's back sector will be used as the maximum light level, allowing you to set the target sector (or sectors) at a different starting light level entirely.
When executed, gradually fades the tagged sector's light level to that of the linedef's front sector. Floor and ceiling light settings done with linetypes 601 and 600 are not affected or used.
If there is a lighting effect already active in the target sector or sectors at the time (glow, other fade, strobe, flicker), it will be halted in favor of this one.
Linedef length in fracunits indicates speed. Fading from 224 to 64 with a linedef length of 4 will take 40 fracunits (224 - 64 = 160, 160 / 4 = 40). There are 35 fracunits in a second.
Stops any lighting effects active in the tagged sector or sectors: glow, fade, strobe, flicker, etc. The light level, whatever it is at the moment this script line is run, will be preserved until a new lighting effect or light level change is used.
Note that the lighting effects will all stop other lighting effects when activated. In other words, you only need to use this when you really want the lighting effect to stop, not when you want one effect to stop and another to start.
Cuts away to a view from a different place for a moment. Only works for linedef executors triggered by a player. Tag the line to a sector with an alt view thing (map thing type 5007) in it at the proper location with the proper Z and angle. The line length indicates how long to stay in this view, in tics.
By giving the linedef a NOCLIMB flag, you can adjust the vertical viewing angle from the cut-away view. Set the x offset on the linedef's front side to an integer -90 to 90. In software mode the range of viewing angles is actually about -68 to 68. This is in degrees.
Changes sky to the # of the control sector's floorheight. This only affects the player who activates it. If you'd like it to affect all players, make sure you check the NOCLIMB flag.
Changes weather to the control sector's floorheight in powers of 10.
Example:
Linedef Length | Weather Type |
10 | None |
20 | Snow |
30 | Rain |
40 | Storm |
(higher numbers reserved for future use)
This only affects the player who activates it. If you'd like it to affect all players, make sure you check the NOCLIMB flag.
Changes the animation frame of the activating object to the state # indicated by the length of the control linedef. Be careful how you use this.
Makes the object that triggered the linedef executor stop moving, after being sent to the center of the sector it's in (only if NOCLIMB flag is set), on the floor. Although it comes to a complete stop, the object can begin moving right away again. If the object is a player, the player will stop jumping, spinning, or anything else.
Adds to the score of the player who activated it. Control sector's floorheight = points to award. This even works with negative values.
Starts a moving platform in the nature of linetype 59 or 60. If the NOCLIMB flag is set, the platform will begin moving upwards. Otherwise, it will start moving downwards. Speed of movement is set just like with linetype 60.
Ceiling moves down to the floor, then back up. Speed is determined by line length - every 16 units equals 1 FRACUNIT/tic.
Floor moves up to the ceiling, then back down. Speed is determined by line length - every 16 units equals 1 FRACUNIT/tic.
Floor and ceiling meet in the middle and then return, sandwiching anything that's inbetween. Speed is determined by line length - every 16 units equals 1 FRACUNIT/tic.
Turns on 2D mode within the level. You'll probably only want to use this with a zoom tube or teleport to guarantee that the player is in the correct position when it switches.
Turns off 2D mode within the level.
Awards (or removes!) a power to the calling player.
X length: Power Index + 1
Y length: Power Duration (in 35ths of a second)
Changes direction of a scroller (conveyor, texture). Also changes speed if this is not an accelerative/displacement scroller.
Shatters a FOF - of any type. Parameters are as follows:
Texture X Offset: Tag # of FOF target sector
Texture Y Offset: Tag # of FOF control sector
Note that the FOF should only have one target sector.
Disables the controls of the player that triggered the linedef executor. If the NOCLIMB flag is set, they will be able to jump, however.
Giving the front texture of the linedef an X offset will make the effect last that amount of time, in tics. Otherwise, it ends immediately, so you would need to use a continuous trigger.
Length of this line determines the scale size of an object, in percentage. Note that there is a max of 400%.
Just what it says. Can be used for recursion. Be careful, because you CAN make a loop out of this that will freeze the game.
Tag is the linedef executor trigger tag to run.
Moves a polyobject along a sequence of Zoom Tube waypoints.
Texture X offset: Speed (8 = 1 FRACUNIT).
Texture Y offset: Sequence # of Zoom Tube waypoints.
The movement also depends on which linedef flags are set:
Accelerative scrolling version of 502.
Displacement scrolling version of 502.
Linedef length and direction indicate speed and direction.
Accelerative scrolling version of 510.
Displacement scrolling version of 510.
Linedef length and direction indicate speed and direction.
Accelerative scrolling version of 513.
Displacement scrolling version of 513.
Like linedef type 530, without scrolling the floor texture, so the floor doesn't look like it's moving.
Accelerative scrolling version of 520.
Displacement scrolling version of 520.
For FOF conveyor belts. Like 533, except without the scrolling to accompany it.
Accelerative scrolling version of 523. Untested.
Displacement scrolling version of 523. Untested.
Used for conveyor belts, in conjunction with sector type 1024 (Conveyor Belt). Linedef length and direction indicate conveyor speed and direction, respectively. This can also be used to convey items on the underneath of a FOF. See Egg Rock Zone for an example.
Accelerative scrolling version of 530.
Displacement scrolling version of 530.
For conveyor belts on the top of FOFs, or for conveying items on a ceiling. Tag this to the FOF control sector and give the FOF control sector a type of 1024, Conveyor Belt. For realism you might also want to scroll the control sector's floor texture in the opposite direction (see linetype 510).
Accelerative scrolling version of 533. Untested.
Displacement scrolling version of 533. Untested.
Linedef lengths greater than 100 indicate slippery ice, while linedef lengths less than 100 can be used for sludge, with extra friction.
If you want friction on a FOF, tag this line to the control sector of the FOF. Otherwise, tag it to the sector of desired destination.
Speed and direction are indicated by linedef length and direction. The target sector should be of type 512, Wind/Current. If being used in a 3D Floor, put the 512/768 sector type in the control sector, not the target sector. Also tag the line to the control sector, and not the target sector.
Special flags:
NOCLIMB -> Only this pusher will affect the object - the object can't have multiple 'pushings' due to being on the edge of a sector, etc.
EFFECT4 -> Player will go into slide with limited control (similar to the water and oil slides in Labyrinth and Oil Ocean).
The length of the linedef is the wind speed. The target sector will need type 512 or 768. If being used in a 3D Floor, put the 512/768 sector type in the control sector, not the target sector. Also tag the line to the control sector, and not the target sector.
NOCLIMB/EFFECT4 flags operate the same as for line 541.
Wind speed is determined by the linedef's length. Type 512 or 768 must be applied to the target sector. If being used in a 3D Floor, put the 512/768 sector type in the control sector, not the target sector. Also tag the line to the control sector, and not the target sector.
NOCLIMB/EFFECT4 flags operate the same as for line 541.
Speed and direction are indicated by linedef length and direction. The target sector should have type 512, Wind/Current. If being used in a 3D Floor, put the 512/768 sector type in the control sector, not the target sector. Also tag the line to the control sector, and not the target sector.
NOCLIMB/EFFECT4 flags operate the same as for line 541.
Linedef length indicates speed. Target sector needs sector type 512 or 768. If being used in a 3D Floor, put the 512/768 sector type in the control sector, not the target sector. Also tag the line to the control sector, and not the target sector.
NOCLIMB/EFFECT4 flags operate the same as for line 541.
Speed is indicated by linedef length. Assign a type of 512 or 768 to the target sector. If being used in a 3D Floor, put the 512/768 sector type in the control sector, not the target sector. Also tag the line to the control sector, and not the target sector.
NOCLIMB/EFFECT4 flags operate the same as for line 541.
Creates a "point pusher," or a point that pushes you away or pulls you toward it if you get close enough. Tag the linedef to a sector with type 512, Wind/Current, and with a thing on it of type 5001 (push) or 5002 (pull). The control linedef's length indicates pushing/pulling strength; if length is L, the effect fades away to nothing when you are 2L away from the point.
If you want to create multiple point pushers/pullers, you'll need to have them in different target sectors, but they can share the same tag.
NOCLIMB/EFFECT4 flags operate the same as for line 541.
Sets the lighting for the floor only. The control sector's light value will be used for the target sector's floor. Also see type 601.
Sets the lighting of the ceiling only. The light value of the control sector will be used for the target sector's ceiling. Also see type 600.
Linedef length indicates glow speed. The normal speed would be a linedef 32 units long.
The control sector (the linedef's front sector) is used to get what will be the minimum light level for this effect, while the target sector's light level ends up being the maximum.
Linedef length indicates flicker speed. Normal speed would be a 16 fracunit long linedef. A longer linedef means more time in between flickers.
The control sector (the linedef's front sector) is used to get what will be the minimum light level for this effect, while the target sector's light level ends up being the maximum.
Line's X length is time for the light to be off, and Y length is the time for the light to be on.
The control sector (the linedef's front sector) is used to get what will be the minimum light level for this effect, while the target sector's light level ends up being the maximum.
Line's X length is time for the light to be off, and Y length is the time for the light to be on.
The control sector (the linedef's front sector) is used to get what will be the minimum light level for this effect, while the target sector's light level ends up being the maximum.
Sets a colormap. Tag the linedef to the sector or sectors affected by the colormap. The control linedef's front Above texture is used to determine the colormap. The format is #rrggbba, where rr, gg, and bb are two hexadecimal digits for determining each color: red, blue, and green. The a stands for alpha, and is a number or letter indicating the translucency; from A-Z and 0-9, with A being most transparent and 9 being most opaque.
It does not generally matter what sector the colormap linedef belongs to. However, it should not belong to the same sector as another colormap, as this can cause problems.
You can apply up to four different types to one sector, provided that you only choose ONE from EACH category. Add the numbers together to obtain the final value to use in level editors.
This special hurts, period. It doesn't matter whether you have a liquid shield, fire shield, attraction shield, or whatever else; step on one of these and suffer.
Also known as Slime Hurt. Stepping here will be painful, as in shield/ring/life loss (depending on how you are equipped), unless you happen to have the liquid shield.
Stepping here will hurt, unless you happen to have a fire shield.
Hurts players whenever they're in the sector, unless they have the attraction shield.
Usage tip: Give the sector a floor flat that looks electrical and looks like it could hurt you.
Making spikes using sectors is rather tedious and difficult. You can use things instead (Floor Spike and Ceiling Spike). But the sector version DOES look cooler. ;)
Used for bottomless pits. You'll probably want the sector's floor flat to be either F_SKY1 (falling from the sky) or PIT (falling into a pit of complete blackness). The camera modifications keep the camera from following you all the way down, for a Sonic Adventure-style pit death. If you don't like the camera modifications, use sector type 5.
For bottomless pits. Use if the camera modifications of sector type 6 are not to your taste.
Die right away if you even step into this sector. No need to touch the floor as with those sissy death pits.
Lose one ring per 15 tics while touching the floor.
Like sector type 9, but doesn't require touching floor.
If you have rings and no shield, and you step on it, you only lose 10 rings, maximum. It's just like the special stages!
In space, you have no chance to survive make your time, ha ha ha. Starts an immediate five-second countdown, like when you drown.
Doubles the step-up height of the player. Default step-up height is 24 fracunits, but with this, it becomes 48. Useful for steps and other things if your players seem to be getting 'stopped' by the stairs while moving quickly.
Removes the 'step-down' that a player will normally do when moving to a nearby sector.
Use this on a 3D floor's control sector to make it bouncy. Players will bounce off the top of it. If the 3D floor's control line has the BOUNCY flag set, the linedef length sets the minimum bounce force. Otherwise, you will slowly come to a stop.
Works like 80 but with a pushable object (gargoyle or snowman) touching the floor rather than a player.
Sector type 64 with the added requirement that all players who don't have a game over need to be in the sector, not just one player. Currently does not work in FOFs.
Sector type 80 with the added requirement that all players who don't have a game over need to be in the sector, not just one player.
Like sector type 80, but you don't have to be touching the floor to do the triggering. You could be flying high in the air. You should also use this one for linedef executors triggered by FOFs.
Required for any of the Linedef Executor Triggers to work in the sector.
Sector type 64 which will only execute if you have all 7 chaos emeralds.
Like sector type 64, but this is only triggered if you are in a NiGHTS map, and checks what mare you're on using the following format, depending on what flags you have set for this line:
No flags -> Runs if (current mare = line length)
NOCLIMB -> Runs if (current mare <= line length)
BLOCKMONSTERS -> Runs if (current mare >= line length)
For any item to detect sector type 16 on a 3D floor, the target sector on the map must have this type. This allows you to have any kind of object trigger a linedef executor.
For special stages, floor height is time limit in seconds, and ceiling height is rings required in seconds. If the ceiling height is 0, there is no ring requirement, only a time limit to find an exit.
Floor height sets global gravity. 500 is normal. 1000 is twice the normal gravity, 250 is half. You can also set per-sector gravity with linetype 1. This can also be adjusted in realtime, for some really cool effects.
See linedef type 540.
See linedef types 541 and 544.
Combination of sector specials 256 and 512.
See linedef type 520.
See linedef type 4.
See linedef type 4. This type of speed pad forces you into a spin.
Used in a control sector of a bustable block. Chooses which debris sprite to spawn.
1792 = ROIA
2048 = ROIB
2304 = ROIC
2560 = ROID
2816 = ROIE
3072 = ROIF
3328 = ROIG
3584 = ROIH
3840 = ROII
Whenever a player steps in the sector, a starpost in that sector will be searched for and, if found, activated.
This is like the "GOAL" buttons in Sonic 1's special stages. Ends the special stage when stepped on.
In single-player, cooperative, or race mode, being in this sector ends the level. You don't necessarily have to be touching the floor. (If you want the player to have to be touching the floor, you can use linedef type 223, an invisible, intangible FOF, to do the trick. Give the FOF control sector a type of 8192.)
See linedef type 2 for a way to exit to any map, not just the one whose number is specified in the map header. Linedef 2 also allows you to skip the score tally screen.
In games of tag, this sector is a safe spot. You cannot be tagged while in it.
In CTF, if the red or blue flag enters this sector, it will automatically return to base, much like how it behaves when it falls in a pit. This can also be set as a special on a 3D floor.
The red team has to bring the blue flag onto this sector to score. It's generally a good idea to have the red flag here and the red team player starts somewhere close by.
The blue team has to bring the red flag onto this sector to score. It's generally a good idea to have the blue flag here and the blue team player starts somewhere close by.
Acts like a fan, pushing the player up at constant speed and activating the proper animation. Can be used on intangible FOFs.
Transforms you into Super Sonic and gives you 50 rings, providing you have all of the chaos emeralds.
Forces the player into a spin.
When the player touches this sector, a line type 3 with the same tag as the sector is searched for, and if found, the line's X length determines the speed at which the tube operates, while its Y length determines which zoom tube sequence to use. Then the player is immediately put into a spin, loses control, and gravitates toward the first Zoom Tube Waypoint (thing type 753), which does not have to be in the same sector. Once they reach the first waypoint, they begin traveling to the 2nd, 3rd, and so on, until the last waypoint is reached.
This can be used with Floor-Over-Floors, just use these specials in the control sector instead.
Just like sector type 32768, but starts from the last waypoint and goes to the first.
The finish line for a race circuit. This increments a lap when you pass it, after hitting all the star posts in the stage in sequential order. Once the number of laps specified by the server is reached, the level is completed.